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Kaist last won the day on May 12

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  1. The weapon prices are definitely inflated by about 4x what they were on retail but when I checked the recorded prices on the JP PSU wiki it seems like line shields were actually sold for such high amounts in the NPC shops. I believe Marm has said that the NPC shop prices are higher than intended so this should hopefully get fixed soon. And for anyone curious here's the page on line shields that I'm referencing with the prices: Line Shields
  2. If Feril/Cronos is considered too good of a unit to be added then I really want to stress Red/Knight getting added at least. It may be a 12* unit but it's not really got any special properties to it and the arm unit selection could really use some love to help out gunner and melee types.
  3. Red/Knight - Clear box reward so this may not be available for some time. Feril/Cronos - Not sure if the JP mission where you faced off against major NPCs will ever be restored but this unit dropped from Ethan in that mission. Both of these are arm units as we could really use some better options for that slot right now. A lot of arm units past B rank are clear box rewards.
  4. Ah, wasn't aware of that so I amended the poll questions.
  5. I only recently learned about this change to Fortefighters and Fighmasters and wanted to see what other people's opinions were on having this also apply to the melee hybrids like Fighgunner, Wartecher, and Acrofighter. I understand the reasoning behind removing the block animations for the pure melee types but I feel like the hybrid melee types still spend a good majority of their time in melee and rely on melee weapons for most of their damage. I'd personally like to see the block animation disabled during striking PA usage if that's at all possible as a QoL change/buff as the hybrids easily have at least several times the evasion mods of Fortefighter and Fighmaster.
  6. Aside from the obvious missing interactions that have been mentioned already I think the ATA changes feel about right. I want to hold off making any major judgement until we can start getting access to some of the better arm units as we're pretty limited in choices right now. I'd like to see how much of an impact some of the higher tier knight and other ATA units have for instance.
  7. So I know that Fighmaster and Masterforce both had the ability to equip C rank handguns added to them on this server but I switched over to Fighmaster and found my 3* handgun was still unusable despite this change. This isn't technically a bug in the normal sense as the master classes have a restriction that prevents them from using weapons and armor below S rank and that's what's stopping the use of C ranks. Still, I figured it'd be worth pointing out this issue since there was an effort to change these types to help them solo missions.
  8. Box and area drops should be included in that list. But otherwise I think that pretty much covers everything currently.
  9. I agree but that's how they designed PSU originally. Maybe in the future they could make some PA animations ignore blocking animations for balancing purposes.
  10. I noticed that this line shield currently has no block animation that triggers when evading attacks but the wikis say it should have a unique animation. Right now evading hits still causes you to take 0 damage but your character won't react at all so this means that if you were to evade during a PA, the animation of your attack won't be stopped.
  11. Kaist

    Photon charge

    This occurred when you tried to use it from the item menu right? It's an odd bug for sure but you can work around it if you add the photon charges to your item pallet and use it from there instead of the menu.
  12. Posting an update to this topic as I found that this bug doesn't seem to be affecting the entire double saber weapon class like I originally thought. I got hold of a Carriguine-Rucar and found that this is hitting 4 targets with its normal attacks so this bug might be tied to the 7* GRM weapon 'Double Saber'. If anyone has tried other weapons in the double saber category outside of the 7* GRM version could you post whether or not they can hit 4 targets with the normal attacks?
  13. Noticed this as well when I was running Castle of Monsters earlier. Techs that hit me don't display any damage and my character doesn't flinch due to them but I still take damage like normal and status effects will still kick in.
  14. I'm going to second the idea of Absolute Dance getting some changes as it is absolutely in need of changes. In all seriousness though, the 1st and 3rd parts of Absolute Dance are what currently kill this PA. The windup time on these two parts are among the worst, if not the worst, of any striking PA in the game and it just makes almost no sense. The delay you have on these parts are so bad that I think nothing short of changing the animation speed of these parts could make this PA a viable option when compared to other Double Saber PAs. Even if we could add super armor to these parts, there's a good chance you could still wind up blocking a hit during the time your character is stuck in the long animations and get cancelled out of the PA. This is, of course, a big if and hinges on this sort of change being possible but I seriously hope it can be one day. The only other thing I'd have done to Absolute Dance is increase its hitbox count on all parts to something like 5 which is what they did in PSP2i. Absolute Dance's current hitbox counts are 3>4>3 and that's just terribly low compared to the rest of the Double Saber PAs. But again, as long as it suffers from the long animation delays then even buffing the hitbox counts wouldn't really be enough to salvage it.
  15. This discussion got me thinking and I overall like the changes to how MP is calculated but I do think there are a few tweaks that could be made. Right now, it feels like bosses don't really get weighed correctly by this new system. It feels like they're considered a normal enemy much like anything else which kinda hurts missions that have bosses in them. Would it be possible to make bosses worth more MP to better match the time and effort it takes to kill them? I know the aim of the current system was to make MP payouts more uniform but this currently has the side effect of making boss missions a bit unrewarding compared to normal missions.
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